ORK Framework Logo - RPG Editor for Unity
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

Getting Started

  • Introduction
  • First Steps
  • Game Starters
  • Components Overview
  • Player/Camera Controls
  • Game Over

Editor

  • Editor Overview
  • Base/Control Section
  • Game Section
  • UI Section
  • Templates Section
  • Status Section
  • Inventory Section
  • Combatants Section
  • Battles Section

Features

  • Animations
  • Areas & Teleports
  • Combatant Triggers
  • Control Maps
  • Difficulties
  • Factions
  • Formations
  • Formula Nodes
  • Logs
  • Loot
  • Move AI
  • Quests
  • Research Trees
  • Schematic Nodes
  • Shortcut Slots

Status System

  • Status Values
  • Status Effects
  • Attack/Defence Modifiers
  • Abilities
  • Combatants
  • Classes
  • Status Bonuses
  • Status Conditions

Inventory System

  • Inventory System Overview
  • Currencies
  • Items
  • Equipment
  • AI Behaviours/Rulesets
  • Crafting Recipes
  • Shops

Battle System

  • Battle Systems
  • Adding Battles to Scenes
  • Calculating Action Results
  • Battle Menus
  • Battle AI
  • Battle AI Nodes
  • Battle Ranges
  • Battle Camera
  • Target Selection
  • Battle Spots
  • Battle Texts
  • Battle End & Loot Dialogues
  • Action Combos
  • Damage Types
  • Cursor Prefab Components
  • Grid Battles
  • Adding Battle Grids to Scenes
  • Battle Grid Highlights
  • Battle Grid Formations

UI System

  • UI System Overview
  • Start Menu
  • Menu Screens
  • Notifications
  • Combatant Selections
  • Quantity Selections
  • Text Display Settings
  • Cursor Settings
  • Console (In-Game)
  • Menu Requirements
  • HUDs: Content Providers
  • HUDs: Conditions
  • HUDs: Click Actions
  • HUDs: Text Content
  • HUDs: Value Bar Content
  • HUDs: Status Values
  • HUDs: Status Effects
  • HUDs: Attack Modifiers
  • HUDs: Defence Modifiers
  • HUDs: Shortcuts
  • HUDs: Abilities
  • HUDs: Equipment
  • HUDs: Class Slots
  • HUDs: AI Behaviours
  • HUDs: AI Rulesets
  • HUDs: Quests
  • Timebar HUD

Scripting

  • Scripting Overview
  • Access Handler
  • Code Extensions
  • Combatant Scripting
  • Custom Nodes
  • Custom Component Save Data
  • Home
  • Guide
  • Documentation
  • UI System
  • HUDs: AI Behaviours

HUDs: AI Behaviours

Table of Contents
  • Unity UI
    • HUD AI Behaviour List

Learn more about displaying a combatant’s equipped AI behaviours in your HUDs (and other UI).

This documentation focuses on listing a combatant’s AI behaviour slots and their current AI behaviours in a HUD. The actual AI behaviour is displayed via the AI behaviour’s Shortcut UI setup, see the HUD shortcut documentation for details.

Unity UI #

The Unity UI module displays AI behaviour slots and their AI behaviours using HUD components.

Display text content information (e.g. name, values, etc.) using ORK HUD Status Text Content components (AI Behaviour status type, see the HUD text content documentation for details). You can also display information of the AI behaviour slot via the AI Behaviour status type.

HUD AI Behaviour List #

Use a HUD AI Behaviour List component to add a combatant’s AI behaviour slots and their AI behaviours. You can either display all AI behaviour slots of the combatant or only defined AI behaviour slots.

The component creates an AI behaviour slot using the Shortcut UI setup of it’s AI behaviour, or a defined prefab for an empty slot.

The prefab (coming from AI behaviour’s shortcut UI or a defined prefab) requires a HUD Content Provider component at it’s root. TheĀ HUD AI Behavoiur List component sets the content provider’s user (content) as the individual AI behaviour slot. The content provider further distributes the information to any content component on it.

You can use layout components to arrange the listed AI behaviour slots. E.g. use a Vertical Layout Group component to arrange the slots in a vertical list. See Unity’s documentation on UI setup and layout groups for details on this.

The context menu in the scene hierarchy has quick setup commands for AI behaviour lists: ORK Framework > HUD > AI Behaviour > AI Behaviour List (variants with and without layout groups)

TheĀ HUD AI Behaviour List component requires a combatant as displayed content.

Editor, UI
Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on July 8, 2021
Table of Contents
  • Unity UI
    • HUD AI Behaviour List
Sitemap
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (59)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (129)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!